2.744
User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Carolyn Sheline

Carolyn Sheline
moss piglets
[review]

 Super Room Outside Interactions The Big Boss storyboard design/website Super
Average Rating
 
Client 1:
Client 2:
Reviewer 3:
Reviewer 4:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of Super Room storyboard

Client 1:

Interesting idea to incorporate the user RFID tags into the room itself, not just the scan-in kiosk. I think that has some potential.

Right now this concept is a little bit convoluted and includes multiple props and stages for success. I think it could be improved by drastically simplifying what the users have to do. For example, I think swinging on ropes to get to a flashing symbol is plenty to occupy a group of 3-5, especially if they have a time limit to scan all of the symbols. I'm a sucker for a good, simple, physical challenge, and I like the idea of making each symbol correspond to a person. Remember that the room will be aware of which people have scanned in right away, so instead of users finding out their symbols by scanning in to a box, the room could just show user names/IDs next to each symbol.

return to top of page


Client 2:

There are a lot of places where you are required to scan. That creates some unnecessary complexities. Can this game be simplified? How about a touch sensor rather than a scan?

return to top of page


Reviewer 3:

This game concept is a good fit for the project because it incorporates physical challenge and puzzle aspects. It also makes use of the Open World concept by using the bracelet scanner. Each panel of the story board shows a clear depiction of the events, but the continuity of the storyboard overall is confusing. It is not really clear what the objective of each game element is from frame to frame, or how the player would figure out what to do. Try adding a bit more text in the storyboard, thinking about what the player would need to know or what someone watching a game show would like to hear from the commentator.

Similarly, the connection between the game elements and the overall theme "Super" is not entirely clear. Perhaps adding some more clearly themed images or elements to the game would help make this connection. It seems that this would be a fun, unique experience for the users, but their experience would definitely be enhanced by having a theme throughout the game.

return to top of page


Reviewer 4:

I liked the scanning into things -- that transition felt very in line with what 5wits was going for. However, reading your storyboard I was confused by a couple of things:

How do they know that they can't touch the ground ? How do they know they need to scan the symbol ? Can they touch the ground at the end if they scan it ?

How will they know they did it ?

Also what's on the walls of the room ? It looks like metal blobs -- do they serve a purpose ?

return to top of page



Innovativeness and potential of Outside Interactions storyboard

Client 1:

A smart rock wall - that's great! It has a lot of the required elements - replayability, scalability, easy to adapt for multiple group sizes. I don't think you need any of the "meta" elements here (e.g., the power level calculation). I think it's a good concept without that.

Consider that you don't want rooms to be inter-dependent - you can make this room work well without having the symbol from the Super room here. Make the game start whenever a user touches the rock wall or steps up on the wall.

return to top of page


Client 2:

Interactive stations outside of the typical Open World rooms are desired. Is there a way to do this that doesn't require a phone?

return to top of page


Reviewer 3:

Outside Interactions is also a good fit for the project because it makes use of several elements in the Open World concept, such as the app and the continuing status ("leveling up") of the user. This story board is much clearer than Super Room because the descriptions are consistent and progress linearly.

This seems like a fun user experience, but somewhat unmotivated. Why would the user want to do this task (aside from the fact that it's a game)? Try adding some kind of reward for completing the task that is tied into a story line. For example, the hero has to reach a key to save the city from a monster, and the only way to do this is to climb the wall to get to the "key." Many games have backstories or story elements, and that is part of what makes the user experience more engaging and exciting. The integration of the phone app as a way to move through the game is a great idea!

return to top of page


Reviewer 4:

I love, love love, the rock climbing as someone who climbs.

Some questions that come up though about the rocks is that red has the potential to be misleading because it might signal "no" rather than yes. Also, what happens if the user uses the wrong rock ? Also, afterr they scan, what does leveling up mean ? What's the purpose of wondering this ? Does it unlock new rooms ? Do the rocks get harder ? Is this their first experience with leveling up ?

return to top of page



Innovativeness and potential of The Big Boss storyboard

Client 1:

One thing to consider is that you don't want rooms to be interdependent on each other. As it stands, users must play rooms 1 and 2 before even having a chance of defeating the boss monster. Consider that users may not even have access to rooms 1 and 2 to start (based on how we will control throughput in the venue), so if they go to the boss room first, they don't even have a chance to succeed.

Also, is the gameplay just scanning RFID tags to defeat the monster? I think this is a duplicate of the same mechanic that's in the other two rooms. Maybe the concept could involve a specific dexterity challenge (only scan your tag when the monster's eyes are flashing!) or strength challenge (when the monster's eyes are flashing, the floor is lava!)

return to top of page


Client 2:

This game feels a little empty to me. What else can you add? Are there things in the room you can also do to defeat the big boss?

return to top of page


Reviewer 3:

The Big Boss takes advantage of the Open World concept, similar to the other two rooms, which makes it a good fit for this project. This room is also a good example of a game that is hard to figure out. The fact that it builds on expectations, e.g. scanning the symbol, is a really good game design decision. However, it is unclear from this storyboard how the users would make the connection at the end that they need to level up in order to beat this room. Perhaps adding this as a failure mechanism in other rooms (or some other kind of precedent for this) would make this clear.

You may also want to explain how the users failed to your reader. It's ok if the users don't know how they failed, but telling the reader would help give a better sense of your envisioned game mechanics. Finally, be careful not to borrow too heavily from other existing games. If you like the mechanics or aesthetics of a game you have played before, perhaps use one or the other and set it in the context your own story line.

return to top of page


Reviewer 4:

Okay, now I understand the purpose of leveling up. So then, do visitors just climb the rock 10 times ? Does it light up differently ?

Back to the boss, does scanning the symbol decrease his health incrementally ? How do people know they all have to scan at once vs. just scan their symbol ? What if they're at different levels ?

I like your boss face.

return to top of page



Storyboard design and website presentation and execution

Client 1:

In the first storyboard, I think the presentation of the boxes is a little unclear. I think it either needs to be a literal black box (reflecting the fact that the mechanic isn't designed yet) or the concept needs to be identified (e.g. RFID scanner inside small mirror box) and spelled out somewhere.

I think there could be more attention paid to the physical mechanics inside the room. Right now they're secondary to the meta concepts, but this project requires that all of the room concepts are strong on their own. The meta game is definitely valuable though, so don't lose this idea!

return to top of page


Client 2:

Some of the storyboards were a little difficult to follow. There was a lot going on in each storyboard.

return to top of page


Reviewer 3:

Overall, the storyboards presented solid concepts with potentially great user experiences. The two main areas of improvement are in clarity and theme. Think about what your user and/or reader would like to know about your design and the experience, so you can get better feedback on how someone would respond to this game. Adding a stronger thematic thread or story line throughout the design will also help enhance the user experience in each of these rooms.

The website itself offers a great user experience. It is clean, clearly laid out, and easy to use. The color scheme and fonts are well suited for the presentation of storyboards. There is also a continuity of style between storyboards that is engaging for the reader. Nice work!

return to top of page


Reviewer 4:

why why why why did you use comic sans. The colors are also kind of wonky but it does it's job which is to convey your storyboard so nice work. I also enjoyed the option to go back to table of contents each time.

return to top of page



Room theme, Super: engaging and interesting? identifiable with target users?

Client 1:

I like the superhero concept, but I think where it struggles is in coming up with gameplay concepts that allude to superheroes generically without naming any copyright-protected IP. I think the three concepts that you have are very generic for that reason. The concept could be improved by focusing on specific actions that superheroes are known for (save all the people! swing between the buildings!)

I think it has potential because it is such a popular culture winner right now. I would push harder on the "users as superheroes" angle to make it more engaging.

return to top of page


Client 2:

Super is an interesting idea for a theme. What makes it unique to me is that it is a concept and not a place. There are lots of things we could do here!

return to top of page


Reviewer 3:

The theme has a lot of potential, but as previously mentioned, it could be represented better throughout the storyboards. Given the options for game elements that are physical challenges, puzzles and level-based, it seems this would be an engaging game theme for the age range 15 to 35. Well done!

return to top of page


Reviewer 4:

I like the physical activity that super provides -- they're all very hands on and adventure-esque which I think will appeal to the target audience.

return to top of page